Crucifier
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The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry. SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Crucifier is the Amarr standard EWAR frigate, with bonuses to weapon disruption effectiveness. There are two kinds of weapon disruptors. Like the Vigil and target painters, the stacking penalties of weapon disruptors make having several of these ships in a fleet ineffective. Due to the ships inherent fragility, small capacitor and the large optimal range of weapon disruptors that allow the ship to operate from a far, pilots may be best using long range beam lasers or small artillery turrets, though for an EWAR frigate DPS isn't of great concern.
Tracking disruptors make enemy turrets less effective by reducing the optimal, falloff, and tracking speed of the target. You can load scripts into them, giving them twice the effectiveness against either (optimal and falloff) OR tracking speed, but losing the other effect entirely. With Amarr frigates at V, a single Meta 4 or Tech II tracking disruptor on a Crucifier will reduce the tracking speed or the (optimal and falloff ranges) of any turret-using ship you point it at by 66%. While this can cripple virtually any ship using turrets as their primary weapon, it's completely useless against missile and drone ships (like the Raven, Dominix, Myrmidon, Drake, et ceteras), cap warfare, other electronic warfare and logi ships, so choose your targets carefully.
Missile disruptors make enemy missile launchers less effective by reducing missile velocity, flight time, and explosion velocity while increasing explosion radius. You can load scripts into them, giving them twice the effectiveness against either range (missile velocity and flight time) or precision (explosion velocity and explosion radius) while losing the other effect entirely. Disrupting precision will make it difficult for a missile ship to hit small targets such as frigates. Missile disruptors are useless against turret and drone damage.
Skills
- Weapon Disruption - Weapon disruption is the Crucifier's specialty. Higher levels of this will reduce the capacitor need of Weapon Disruptors and aid in capacitor stability.
- Drones III - The Crucifier is able to launch three light drones at a time, and can carry nine. Particularly for solo builds, drones are the Crucifier's primary weapon system.
- Light Drone Operation - While the Crucifier can technically field one medium and one light drone simultaneously, a flight of three light drones is most effective and hardest to hit.
- Drone Avionics - The farther away the Crucifier is from its target, the more easily it can dodge an opponent's attacks. Because drones are the heart of the Crucifier's offense, drone control range is a top priority.
- Drone Navigation - The faster drones move, they harder they are to hit. When combined with weapon disruption, this skill can make it difficult for even frigates to successfully hit a Crucifier's drones.
- Drone Durability - Even if an opponent manages to land a hit on a Crucifier's drones, this skill ensures that the drones can take more punishment before being destroyed.
- Drone Interfacing - More drone damage means shorter engagements and a more effective ship.
- Navigation - Increasing a ship's speed makes it more difficult to track when orbiting, which goes well with weapon disruption.
- High Speed Maneuvering - Microwarpdrives are very effective for keeping up transversal velocity, and higher levels will improve capacitor stability.
Fitting
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Tactics
Optimal is >110k even with low skills.
Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).
Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.
Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.
Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.
Notes
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